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View Full Version : Alternate Fire Modes for Class Specific Weapons



qoph
04-20-2012, 09:49 AM
I feel like the class specific weapons, while flashy, lack umph in their stats and performance. For example, the engineer gloves are typically good DPS (2H weapon DPS), but do not compare at all to the stat benefits of having a one-hand heavy pistol + shield.

1. I would suggest upping the stats on the class specific weapons (at least com and eng, I don't know Ops, can't comment on theirs)
2. Or I would suggest having alternate fire modes to make them more interesting. For example, the engineer gloves could be useful if they had a higher damage (not necessarily DPS), because this would cause the eng heals and skills to hit for more damage. This would be useful when grouping or when killing boss targets, where you don't benefit as much from a faster firing weapon. This alternate fire mode could be set in the inventory screen, it wouldn't have to be changeable in-combat, but it would provide much greater utility and appeal to the class specific weapons.

Also implementing "alternate" modes for weapons would be code that you could probably re-use later to spice up weapons and armor in general for SL.

PianoWizzy
04-23-2012, 11:22 AM
Lol more DMG at the same speed = more DPS.

Well besides that I can say that op weapons are pretty much like eng handblasters with less DMG but with .1 better speed [hence the higher DPS].

qoph
04-23-2012, 12:13 PM
Sorry, I should have clarified. If they increased the damage, they would increase the speed proportionally of course, to end up with the same DPS.

"higher damage (not necessarily DPS)" implicitly implied that they would increase the speed (at least in my mind, but I'm not very good at explaining things).

flashbackflip
04-25-2012, 03:49 AM
Sorry, I should have clarified. If they increased the damage, they would increase the speed proportionally of course, to end up with the same DPS.

"higher damage (not necessarily DPS)" implicitly implied that they would increase the speed (at least in my mind, but I'm not very good at explaining things).

Wile this is true it does not makes the idea bad

Increasing dps might increase actual damage but not necessarily

Actual damage is the hits that hit, but some miss

So lowering damage, but increasing fire rate unproportionaly will increase absolute dps, but there will be more chances that hits might miss, so actual dps might vary

This seems interesting idea for operatives' double-guns

UPD:

Generally, the idea of alternate modes can be done as 'charge' option

Long press (5 sec) on yo weapon charges it for 15 seconds

While charged:

Coms' cannons do more AoE damage + fire rate slightly increased

Ops' double guns do same damage, but fire rate drastically increased

Engies' gloves suck some health back (as leech skill) and their damage is slightly increased

PianoWizzy
04-25-2012, 09:11 AM
Lol let's bring the new DL charge-fire weapon into this... XD

qoph
04-25-2012, 09:16 AM
charging weapons sounds great!